3ds Max Animation :: Mixer To Have Characters Walk Curve Without Having Clip Of Curved Walk?

Aug 6, 2013

I am animating with mocap and biped in Max. A character that is walking, the mocap I have is a straight line. Is there a way in the mixer to have the characters walk curve without having a clip of a curved walk?

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Maya Animation :: Unlock The Scaling Attribute In Walk Cycle Animation File?

Feb 17, 2011

I have rigged a character and made it into a character set in which i have locked the scaling attribute , I have then saved this file. I have then referenced this file and and have done a walk cycle animation and saved this file. I have then realised that I needed the scaling attribute when I have added other parts of my scene. Is there a way to unlock the scaling attribute in my walk cycle animation file or will i have to go back and change it in the rigged file, create a new character set and do the walk cycle animation again?

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Apr 30, 2011

i am using 3ds max design 2011 for making architectural walk through s,i usually render the frame at 740*576 size(300 dpi)and save as tiff sequence.then i will make avi file in after effects(with out any compression). After that when i play the whole movie,the movie will not go smoothly its getting jerks.what the wrong i am doing.i tried with 15 frames per sec and 30 frames per sec.

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Maya Animation :: Make A Character Walk In Path With Mocap Cycle?

Sep 16, 2013

I have a mocap cycle cleaned up and read to cycle, with and without translation, the cycle with translation is perfect because it avoids the sliding feet probelm.

Is there a way to give this cycle a path to follow so it can walk along this path and take curves and those things?

I'm looking around the net, but I don't seem to be able to find anything, the only thing i was able to think of is the path contraint, but, if i'm right, it won't respect the cycle translation, and i can use it without translation but it will be hard to avoid the sliding feet problem.

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Maya Animation :: Walk Cycle - Move Character Up And Down Without Affecting Feet Position?

Nov 14, 2013

I wanted to make a walk cycle animation, How to move a character up and down without affecting the feet position?

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Maya Animation :: How To Create Walk Cycles That Follow Motion Path Curves

Jul 19, 2011

i have been using the drivenTime node to create walkcycles that follow motion path curves where the out time is connected to some attribute via a unitToTimeCOnversion node.in previous version of Maya.

When i try to connect anything to the Out Time of new drivenTime node the connection never works, not even keyframes?

is there a fix or workaround for this?

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3ds Max Animation :: Inserting Clip Within Set Of Clips In Motion Mixer

May 31, 2012

I have animated a biped with 10 bip clips in a Transition Track. I need to insert another clip inside of the set of clips. Nothing worked in trying different things in MM, and I couldn't find any tutorials that are comprehensive. Is there a way to insert a clip inside of a mix rather than only at the end?

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Sep 28, 2011

I'm playing around with the walk and fly functions. I'm able to navigate around the model, but if I stand in a room the zoom is much to great. It's like I'm looking around the room through binoculars.

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Revit :: Can Produce Walk-through Into A Video

Jan 24, 2012

I was wondering, after I make a walkthrough in Revit, Is there a way that I can produce the walk-through into a video which I can open separately (like with windows media player rather than through Revit). If so, how?
 
I wanted to give a little presentation of the building I had created by showing people a walkthrough of the model, however I thought it would look unprofessional if I have to present it within Revit.

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AutoCad :: Default Values For Walk-command

Feb 19, 2013

When I use the walk command, the values making up the target indicator are usually not the way I want them to be. The target is too far away, too wide FOV etc. Because of this I have to go in and adjust these values every time.

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3ds Max :: Walk Cycle For Model - Follow Path Instead Of Animating Each Step

Mar 23, 2011

Is there a way to create a walk cycle for your model and have it follow a path instead of animating each step? It seems like an incredible waste of time to sit and try to animate every single step the model takes. Also, I want the steps to be persistent. I don't want some to be larger and some to be smaller. I feel like there should be a better way of getting my character across the screen, I just don't know how to do it.

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AutoDesk Smoke :: Using Depth Of Filed Precess In Running Walk-through?

Jan 31, 2013

we are undergoing on an project with architectural walkthrough, we want to use depth of filed in the running walkthrough.

we rendered z depth file from max and output too for depth of filed process.but, we are now enable to get the effect of z dept in smoke 2013.

how to get an output using depth of filed or anything else..

its our running project so pls urgently provide feedback unless we have to composite through aftereffects only.

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Premiere Pro :: Using Control Surface With The Clip Mixer

Jan 22, 2014

I'm contemplating purchasing a Mackie MCU to automate some of the volume edits I have to make using 5 tracks in the Audio Clip Mixer over 80 hours of video.  I've tried to contact Adobe support, but they are about as cluless as a bag of hammers.  When I asked if the clip mixer works with a control surface (after 4 calls and 4 different agents) I was told no.  Which is total BS as there is toggle in the clip mixer called "Toggle Control Surface Clip Mixer Mode". They read from scripts and have no clue what they are talking about.   I guess I should not be surprised as its an outsourced call center staffed with drones who have never even used the software, much less in production!  Adobe you should be ashamed of your support, it's appauling! (BTW I own an online Magazine in the 3d industry and will be writting an article about your appauling support soon) 
 
Anyway, onto my specific questions:
 
1) The Mackie MCU has overlay cards for button mappings for many different apps, but PP is not one of them.  What functionaliy is mapped to the control surface specially from PP and the clipmixer?
2) Is there a way to group channels so that keyframes can be written to multiple clips at the same time by using one fader?
3) In the clip mixer there is a keyframe toggle, does such a toggle translate to the control surface?
4) Sometimes I want to manually keyframe, rather thanan make adjustments while the playhead is moving, so I will simply click the fader slider to write a keyframe, manually move the playhead and then adjust the fader to write the subsequent keyframes.  As faders on a control surface can not be pushed like a button, is there a way to generate a keyframe from the control surface?
5) Are there any known limitations using the control surface vs the software for both the clip and track mixers?

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Softimage :: Animation Mixer Tracks To Timeline Again?

Feb 19, 2013

I've created animation mixer clips for edit animations that have a bug of time and I want to extended and the time line was cleared and now I wants to put the animations again in the time line to export, how do that?

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Oct 23, 2012

I have a character with animation. Another character is the same(same bones, meshes), but with no animation, 100 times larger in size and I resize the head to make the head looks slimmer. They are saved in different fbx files and I imported them into mb scenes. I select the root bone and "select hierarchy", the export options is shown below. Then select in the same way in the larger character's scene, the importer options is shown below. THE PROBLEM is: after I import the atom, the character becomes shrinked to the same size as the former one and the ratio of head becomes the same as the former one too.

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3ds Max Animation :: Loop Animation - Distance Of Stripes Controlled By Curve

Aug 3, 2012

i need to do a loop animation of several stripes that starts at lets say 2units distance from each other, they separate slowly and by the end they have 15units separation, my problem is that each stripe is a separate object, so i offset their keyframes, but when i want to tweak the keys on curve editor they dont apply to the other copies. Any other way to do this simpler?

quick example on the image attached, real application on the video, video shows the animation(rendered sequential images of 1 loop then applied as texture) but with linear speed, so constant separation, i need to apply the above here, these dont only move on the X axis but on the Y aswell, while keeping the symmetry fixed on the center.

[URL] ....

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When I have a cdr file and need to save it as a plt file for my plotter the saved file has several little straight lines to make a curve instead of one smooth curved line. This didn't start happening until I upgraded to Corel Draw x4.

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3ds Max Animation :: Copying Animated Characters

Mar 15, 2013

The scene is a 100 meter dash. I have animated one biped character and would like to add four more characters, identically dressed but in different lanes.

1) How can I duplicated the character?
2) how can I get the animation to be specific to each lane?
3) Can I vary the speed using Time Warps in Mixer?

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Apr 12, 2011

i've got an animated character and have just realised i need to put a watch on his wrist! I've created the watch but how do i get it to follow the wrist? i've tried using motion paths but the watch doesn't rotate to follow the wrist.

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Mar 23, 2011

i have one 3d object with some animation. i have to export this as MD2 format. statically the object is working but the animation is not working, for that i want to set the name for animation as a clip and i am going to access this object by using this name.

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Maya Animation :: Spine Setup For Bipedal Characters?

Sep 16, 2011

Which is the best type of setup for the Spine ? Which one do you use in your rigs ?

I've tried the following setups:

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Awesome Spine
Ribbon Spine

Fk Spine(with stretching similar to the IK one)

I am also looking for a scene file which demonstrates "The Divine Spine".

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Mar 28, 2013

I'm trying to use the same interactive skin capsules for multiple characters. Because the characters have different geometry I can't simply copy the weights. Is there some way to copy the capsules used for interactive skinning to a new model?

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Maya Animation :: Fast Way To Duplicate Rigged Characters In One Scene

Jun 30, 2011

In my scene i have a fully rigged character, with a walk cycle animation on him. what i would like to have is a row of characters walking around. (kind of like how you see military soldiers walk around while in group). The part that is giving me the most trouble with this is getting multiple copies of the same character into my scene.

What i have tried and failed with:
Grouping my full rig and then duplicating.
making instances of my character and messing around with particles.
i have made multiple attempts at trying to use duplicate special.

the only thing that seems to kind of work is making a scene with just one character and importing it into my main scene and changing a bunch of stuff around. with the amount of copies i need this workflow just feels really degrading and tiresome.

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I'm comparing the CS5 & CS6 mixer brush, with moist, light mix, right now...At first I wondered why the CS6 mixer brush was slower, until I realized that it looks like the actual brush stroke in CS6 is more advanced. The CS6 stroke looks like it's calculating the overlapping brush strokes & it's interaction with the texture more accurately to real life.
 
I haven't read any articles on improvements to the CS6 mixer brush. Has it actually improved or are my settings just different in CS6 from CS5? since I'll probably need to work with "Sample All Layers" unchecked when working with the CS6 mixer brush.

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I made my signature for a forum but I wanted to add a little animation. For example something like this. Its a video animation. Just a little clip. I was just wondering I added it to my Signature? The clip I have is a .gif image.

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3ds Max Animation :: Map One Parameter To Another Using Curve

Feb 8, 2012

The reaction manager is an extremely cumbersome way to map one parameter to another, especially if you want a precisely defined mapping curve.

In Cinema4D (a program I'm learning at the moment) there is a range mapper node that can use a spline as mapping curve to map an input parameter to an output parameter.

Is there a way in Max to map one parameter to another using a precisely defined curve?

3D Studio DOS to 3ds Max 2010
Windows XP 64
NVidia Quadro FX 3700
Dual Quad Xeon, 6Gb Ram

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Mar 21, 2011

So i've rigged some characters for a school project. Now when I start animating it's fine, but when I've animated a bit (3-4 key poses) and I want to adjust things in the curve editor, the curve editor is really slow. Can take up to 3 min to adjust a block of keys.

Now the scene it self is running ok, and I'm using proxy meshes to get more speed, so I guess the problem is in the rig. Is there any way to trouble-shoot my rig, and optimize it to gain more speed?

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3ds Max Animation :: Curve / Twisting Footsteps

Aug 23, 2013

I thought there was a way that you could select all the footsteps in biped and rotate them so that they all curved around exponentially.

Like twist links mode. Did I imagine this? 

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3ds Max Animation :: Nodes Of A Curve To Other Objects

Nov 4, 2013

I am trying to hook some nodes of a curve to other objects.  Looks like Spline IK Control modifier is a best thing for that  and works great.
 
My only problem is that when I need to make a copy ( not instanced) of the whole curve and hooked objects  the curve unhooks of those objects and switches to it's original shape.   
 
For example I need to make a group of telegraph posts connected by wires and then copy that whole group to another place,. All the wires turns into a mess.
 
Is there anything I am missing?   I am accustomed to use similar  "hook" approach in Blender and curves stay intact there. Should I use some other way in 3dsmax?

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Feb 19, 2011

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